Huge Dragon (Chromatic), Chaotic Neutral
AC 20 Natural Armor    Initiative +12 (22)
HP 272 (17d20 + 85)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
Mod Save
STR 23 +6 +6
DEX 14 +2 +8
CON 21 +5 +11
Mod Save
INT 20 +5 +5
WIS 14 +2 +8
CHA 24 +7 +13
Skills Perception +11, Stealth +7
Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Acid
Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 21
Languages Common, Draconic
CR 18 (XP 20,000, or 13,000 in lair; PB +6)
Traits

Amphibious. The dragon can breathe air and water.

Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon makes three Rend attacks it can replace one attack to use spellcasting to cast Vitriolic sphere or Melf's acid arrow. 

Rend. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) slashing plus 9 (2d8) acid damage. 

Tail Stab. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 13 (2d6 + 6) piercing damage and the target begins Bleeding (1d10). Any hit against a prone creature with this attack becomes a critical.  

Acid Breath (Recharge 5-6). The dragon spews a jet of caustic acid in a 60-foot long, 10 foot wide line, forcing each creature in the area to succeed on a DC 18 Dexterity saving throw or take 54 (12d8) acid damage, or half as much damage on a success. 

Spellcasting  The dragon casts one of the following spells using Charisma as its spellcasting ability. (Spell Attack +11, Save DC 19)

At Will: Vitriolic Sphere, Melf's Acid Arrow (level 4 version), Fear

2/Day: Summon Construct, Animate Dead

 

 

Reactions

Bloodied Breath (1/Day). When the dragon is reduced below 136 hit points, it can roll to recharge its Acid Breath, then immediately use it, if available. 

Cruel Jest. When a creature smaller than the dragon leaves its reach, the dragon can force it to make a DC 19 Dexterity saving throw. On a failure, the target is dragged up to 10 feet toward the dragon, gains the prone condition, takes 1d6 piercing damage, and the dragon regains its reaction.

 

Legendary Actions

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn , the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each its turns.

Cloud of Insects. Dexterity Saving Throw: DC 17, one creature the dragon can see within 120 feet. Failure: 33 (6d10) Poison damage, and the target has Disadvantage on saving throws to maintain Concentration until the end of its next turn. Failure or Success: The dragon can’t take this action again until the start of its next turn.

Frightful Presence. The dragon uses Spellcasting to cast Fear. The dragon can’t take this action again until the start of its next turn.

Pounce. The dragon can move up to half its Speed, and it makes one Rend attack.

Habitat: SwampUnderdark

wes9souza

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